Brianna Wu / John Flynt - DEAGLE NATION STILL LIVES

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How long will Revolution 60 come to Steam?


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>I'm super serious about getting Revolution 60 done guys!
>It's mega difficult though, because I'm in high demand to give dumb quotes to "journalists".
>I, the software engineer and tech genius, need help to get a laptop working that can help me be a software engineer and tech genius.

:story::story::story::story::story::story::story::story::story::story::story:
I don't remember where, but I or someone else fucking CALLED IT.
Wu, you should have gotten a PC in the first place, you so-called "game-developer". You can buy a standard PC for extremely cheap! But fuck that, gotta buy the most expensive kind, just like you did with your Mac.
Aside from that, bullshit, you're just whinging on twitter day in and day out about a nonexistent threat and perceived harassment.
On top of all this, if I recall correctly,
UNREAL ENGINE HAS A QUICK WAY TO EXPORT TO BOTH PC AND MAC.
You're all out of excuses, Wu. This is now just proven laziness.
 
I don't remember where, but I or someone else fucking CALLED IT.
Wu, you should have gotten a PC in the first place, you so-called "game-developer". You can buy a standard PC for extremely cheap! But fuck that, gotta buy the most expensive kind, just like you did with your Mac.
Aside from that, bullshit, you're just whinging on twitter day in and day out about a nonexistent threat and perceived harassment.
On top of all this, if I recall correctly,
UNREAL ENGINE HAS A QUICK WAY TO EXPORT TO BOTH PC AND MAC.
You're all out of excuses, Wu. This is now just proven laziness.

Can confirm, Unreal Engine makes it so a drunken retard can do cross platform ports. In fact, unless you're doing the actual coding, the rest of the engine is about as hard to learn as RPG Maker, it just has a lot more things to click on. And even the actual coding is greatly simplified so long as you know the bare basics of what the fuck you're doing.
 
I don't remember where, but I or someone else fucking CALLED IT.
Wu, you should have gotten a PC in the first place, you so-called "game-developer". You can buy a standard PC for extremely cheap! But fuck that, gotta buy the most expensive kind, just like you did with your Mac.
Aside from that, bullshit, you're just whinging on twitter day in and day out about a nonexistent threat and perceived harassment.
On top of all this, if I recall correctly,
UNREAL ENGINE HAS A QUICK WAY TO EXPORT TO BOTH PC AND MAC.
You're all out of excuses, Wu. This is now just proven laziness.

The higher end 15" retina MBPs have both a discrete AMD Radeon R9 M370X with 2GB GDDR5 memory (high power mode) and Intel Iris (low power mode), so Wu is mistaken about that too. It's essentially always been this way on their higher end machines, at least since the unibody macs have been around. Bootcamp would work, and essentially turn the machine into a PC running Windows on the bare metal.

This all having been said... If a modern, top of the line, $2600+ laptop with such a setup, simply doesn't cut the mustard to play your shitty two year old game, which by the way looks like 16 year old game, then I don't think the issue is as much the laptop as it is an optimization thing.
 
The Greater Mystery:
Why are you sperging about Star Trek when you're supposed to be rushing out your fucking game?

mystery.jpg
 
>I, the software engineer and tech genius, need help to get a laptop working that can help me be a software engineer and tech genius.
Jesus Christ, for the money she dumped into games she played in the last few months, she could have afforded at least one high-end-PC, without even batting an eye at the cost.
 
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Wu's grift-fu is weak. Randi Harper asked her twitter followers to just give her money for a new laptop, and they actually did it. This despite the fact she hasn't actually done anything for anyone in over a year.

Wu's an expert in never actually doing anything. She should exploit that talent for more victimbux.
 
The higher end 15" retina MBPs have both a discrete AMD Radeon R9 M370X with 2GB GDDR5 memory (high power mode) and Intel Iris (low power mode), so Wu is mistaken about that too. It's essentially always been this way on their higher end machines, at least since the unibody macs have been around. Bootcamp would work, and essentially turn the machine into a PC running Windows on the bare metal.

This all having been said... If a modern, top of the line, $2600+ laptop with such a setup, simply doesn't cut the mustard to play your shitty two year old game, which by the way looks like 16 year old game, then I don't think the issue is as much the laptop as it is an optimization thing.

The thing that gets me about what you stated is that Wu's game is essentially the nuts.wad of games and he's wondering why the hell his Mac can't run it worth shit.

nuts.wad is a legendary Doom wad that was an attempt to cram as many demons as technically possible into one map, which totals up to tens of thousands of them, even some of the badass computers of this day and age weep and cry trying to render it at anything resembling a playable framerate.

The reason is that the engine of Doom was never meant to run with that much shit in it because it gets ungodly slow past a certain amount of stuff onscreen (ports to other systems often had to further reduce the level of detail and amount of demons to account for the different platforms capabilities).

Wu's game is apparently optimized like flaming dogshit for Unreal and instead of realizing optimizing it and maybe cutting down on some of the eyecandy to buy performance is a good idea, he's one of those fucking idiots who believe if you keep throwing enough processor and graphics card power at something, it will run nice.

As someone who has made mods and even used several game creation engines, this is a fucking stupid thing for anyone who wants to make a game, ESPECIALLY IF YOU WANT TO PORT IT, to believe in, because not everyone will have kickass hardware, and considering how Mac users will be less fortunate by default given the pisspoor game optimization, Wu is proving utterly incompetent at making R60 optimal for porting on both tailoring the game to the strengths of his chosen game engine and making it so it scales well to a reasonably wide range of hardware on more than one platform.
 
To be fair i would not know what laptop is good but i wouldn't tell into the void and expect a good recommendation either
The thing that gets me about what you stated is that Wu's game is essentially the nuts.wad of games and he's wondering why the hell his Mac can't run it worth shit.

nuts.wad is a legendary Doom wad that was an attempt to cram as many demons as technically possible into one map, which totals up to tens of thousands of them, even some of the badass computers of this day and age weep and cry trying to render it at anything resembling a playable framerate.

The reason is that the engine of Doom was never meant to run with that much shit in it because it gets ungodly slow past a certain amount of stuff onscreen (ports to other systems often had to further reduce the level of detail and amount of demons to account for the different platforms capabilities).

Wu's game is apparently optimized like flaming dogshit for Unreal and instead of realizing optimizing it and maybe cutting down on some of the eyecandy to buy performance is a good idea, he's one of those fucking idiots who believe if you keep throwing enough processor and graphics card power at something, it will run nice.

As someone who has made mods and even used several game creation engines, this is a fucking stupid thing for anyone who wants to make a game, ESPECIALLY IF YOU WANT TO PORT IT, to believe in, because not everyone will have kickass hardware, and considering how Mac users will be less fortunate by default given the pisspoor game optimization, Wu is proving utterly incompetent at making R60 optimal for porting on both tailoring the game to the strengths of his chosen game engine and making it so it scales well to a reasonably wide range of hardware on more than one platform.
 
The thing that gets me about what you stated is that Wu's game is essentially the nuts.wad of games and he's wondering why the hell his Mac can't run it worth shit.

nuts.wad is a legendary Doom wad that was an attempt to cram as many demons as technically possible into one map, which totals up to tens of thousands of them, even some of the badass computers of this day and age weep and cry trying to render it at anything resembling a playable framerate.

The reason is that the engine of Doom was never meant to run with that much shit in it because it gets ungodly slow past a certain amount of stuff onscreen (ports to other systems often had to further reduce the level of detail and amount of demons to account for the different platforms capabilities).

Wu's game is apparently optimized like flaming dogshit for Unreal and instead of realizing optimizing it and maybe cutting down on some of the eyecandy to buy performance is a good idea, he's one of those fucking idiots who believe if you keep throwing enough processor and graphics card power at something, it will run nice.

As someone who has made mods and even used several game creation engines, this is a fucking stupid thing for anyone who wants to make a game, ESPECIALLY IF YOU WANT TO PORT IT, to believe in, because not everyone will have kickass hardware, and considering how Mac users will be less fortunate by default given the pisspoor game optimization, Wu is proving utterly incompetent at making R60 optimal for porting on both tailoring the game to the strengths of his chosen game engine and making it so it scales well to a reasonably wide range of hardware on more than one platform.

I don't think you guys realize just how bad the optimization in Rev60 is. Because it's a major point in understanding Wu's sperg-outs, I'll try to explain, though:

I remember back in the day, a friend of mine who was big on game hacking to understand the "guts" of a game managed to rip every single character model and animation in Final Fantasy VII. What we learned was fascinating: Namely, FFVII wasn't three discs due to its massive size or anything, but because Square Enix had never made a 3D game before and it showed. You know how nowadays, if you need to make a minor change to a character model or the like, you simply put a prop in its hand or have it gain some kind of minor retexture? In FFVII, every single minor variant of a character - every single one - had its own draw call and model. Cloud with a hat? Own model. Cloud resting? Own model. Cloud in a Shinra Guardsman uniform? Own model. Cloud limping? It's own model. There are literally about five hundred or so extraneous models that use tons of resources. And that's only for world models, not battle models. According to said friend, if modern optimization techniques were done, FF7 could probably fit on a single disc.

I also remember Amy, which may be one of the worst-optimized games I'd ever seen in my entire life.

I bring these up because neither one is as remotely technologically inept as Revolution 60 is. To get a full grasp of Revolution 60, I want you to think back to the initial launch trailer, where we see the initial lagspike when Holiday jumps on the enemy ship (at about 1:45):


Every time Rev60 even attempts particle effects or trailing effects, the framerate drops harder than Blighttown in Dark Souls. Those unfamiliar with this are unlikely to ever pick up on why, since the various characters don't seem complicated, nor does the game look especially demanding hardware wise. You can see it often during things like the lightning storm during the Valentina battle, too:


So why is this? Why is the use of particle effects such a problem? Well, the main reason is thus: even though the models are notoriously bad, with texture stretching and more, even though several models have no moving parts, and even though the game looks pretty bog-standard, in practice, the models are insanely over-designed. That ship that Holiday jumps on in the first video has - no joking or exaggeration - over 9000 polygons in it by Wu's own admission. By all accounts, Holiday also has a polycount in the high thousands as well, and each character uses multiple animation calls for the facial animations as well. This is why the characters have such curiously-well-done facial animation, but why everything else looks so crappy in contrast. This also explains the insane loading times, and, of course, the fucking insane use of overlay effects Revolution 60 uses - if it weren't for said effects, a number of abilities in the game would have no animation whatsoever.
 
That's pretty normal. Maybe a bit on the high side, but it's far from ridiculous for a character who's constantly going to be onscreen and zoomed into (even for a mobile game). Excessive use of materials is probably a far bigger factor than the polycount.

It's likely a little bit from Column A, a little bit from Column B here.

By Wu's own admission, Holiday's face has a ton of meshes, and somewhere in the massive tweet archive Wu mentioned adding a ton of physics nodes or something to that effect to the skeleton because the bones were a pain to animate well, so while a high mesh count for a character isn't bad by itself, a badly optimized, meshed out the ying-yang character still eats up a sizable chunk of how many meshes the engine can handle onscreen before it goes haywire.

Throw in the various (oversized, again by Wu's own admission) textures, reflection maps, bump maps, specular maps, and whatever other crazy shit John likely bolted on because he thought all the added tech bling was cool, and Holiday herself could be eating up a sizable chunk of resources even when stationary.
 
I don't think you guys realize just how bad the optimization in Rev60 is. Because it's a major point in understanding Wu's sperg-outs, I'll try to explain, though:

I remember back in the day, a friend of mine who was big on game hacking to understand the "guts" of a game managed to rip every single character model and animation in Final Fantasy VII. What we learned was fascinating: Namely, FFVII wasn't three discs due to its massive size or anything, but because Square Enix had never made a 3D game before and it showed. You know how nowadays, if you need to make a minor change to a character model or the like, you simply put a prop in its hand or have it gain some kind of minor retexture? In FFVII, every single minor variant of a character - every single one - had its own draw call and model. Cloud with a hat? Own model. Cloud resting? Own model. Cloud in a Shinra Guardsman uniform? Own model. Cloud limping? It's own model. There are literally about five hundred or so extraneous models that use tons of resources. And that's only for world models, not battle models. According to said friend, if modern optimization techniques were done, FF7 could probably fit on a single disc.

I also remember Amy, which may be one of the worst-optimized games I'd ever seen in my entire life.

I bring these up because neither one is as remotely technologically inept as Revolution 60 is. To get a full grasp of Revolution 60, I want you to think back to the initial launch trailer, where we see the initial lagspike when Holiday jumps on the enemy ship (at about 1:45):


Every time Rev60 even attempts particle effects or trailing effects, the framerate drops harder than Blighttown in Dark Souls. Those unfamiliar with this are unlikely to ever pick up on why, since the various characters don't seem complicated, nor does the game look especially demanding hardware wise. You can see it often during things like the lightning storm during the Valentina battle, too:


So why is this? Why is the use of particle effects such a problem? Well, the main reason is thus: even though the models are notoriously bad, with texture stretching and more, even though several models have no moving parts, and even though the game looks pretty bog-standard, in practice, the models are insanely over-designed. That ship that Holiday jumps on in the first video has - no joking or exaggeration - over 9000 polygons in it by Wu's own admission. By all accounts, Holiday also has a polycount in the high thousands as well, and each character uses multiple animation calls for the facial animations as well. This is why the characters have such curiously-well-done facial animation, but why everything else looks so crappy in contrast. This also explains the insane loading times, and, of course, the fucking insane use of overlay effects Revolution 60 uses - if it weren't for said effects, a number of abilities in the game would have no animation whatsoever.
Wow, that epic music does not suit the super stiff fighting and the shitty AI at all.
 
Throw in the various (oversized, again by Wu's own admission) textures, reflection maps, bump maps, specular maps, and whatever other crazy shit John likely bolted on because he thought all the added tech bling was cool, and Holiday herself could be eating up a sizable chunk of resources even when stationary.

And all this for a character who has less personality than an 8 bit Nintendo sprite.
 
I don't think you guys realize just how bad the optimization in Rev60 is. Because it's a major point in understanding Wu's sperg-outs, I'll try to explain, though:

I remember back in the day, a friend of mine who was big on game hacking to understand the "guts" of a game managed to rip every single character model and animation in Final Fantasy VII. What we learned was fascinating: Namely, FFVII wasn't three discs due to its massive size or anything, but because Square Enix had never made a 3D game before and it showed. You know how nowadays, if you need to make a minor change to a character model or the like, you simply put a prop in its hand or have it gain some kind of minor retexture? In FFVII, every single minor variant of a character - every single one - had its own draw call and model. Cloud with a hat? Own model. Cloud resting? Own model. Cloud in a Shinra Guardsman uniform? Own model. Cloud limping? It's own model. There are literally about five hundred or so extraneous models that use tons of resources. And that's only for world models, not battle models. According to said friend, if modern optimization techniques were done, FF7 could probably fit on a single disc.

I also remember Amy, which may be one of the worst-optimized games I'd ever seen in my entire life.

I bring these up because neither one is as remotely technologically inept as Revolution 60 is. To get a full grasp of Revolution 60, I want you to think back to the initial launch trailer, where we see the initial lagspike when Holiday jumps on the enemy ship (at about 1:45):


Every time Rev60 even attempts particle effects or trailing effects, the framerate drops harder than Blighttown in Dark Souls. Those unfamiliar with this are unlikely to ever pick up on why, since the various characters don't seem complicated, nor does the game look especially demanding hardware wise. You can see it often during things like the lightning storm during the Valentina battle, too:


So why is this? Why is the use of particle effects such a problem? Well, the main reason is thus: even though the models are notoriously bad, with texture stretching and more, even though several models have no moving parts, and even though the game looks pretty bog-standard, in practice, the models are insanely over-designed. That ship that Holiday jumps on in the first video has - no joking or exaggeration - over 9000 polygons in it by Wu's own admission. By all accounts, Holiday also has a polycount in the high thousands as well, and each character uses multiple animation calls for the facial animations as well. This is why the characters have such curiously-well-done facial animation, but why everything else looks so crappy in contrast. This also explains the insane loading times, and, of course, the fucking insane use of overlay effects Revolution 60 uses - if it weren't for said effects, a number of abilities in the game would have no animation whatsoever.
And all of this for what, a bunch of animu Wu-clones with scrotum hair that look like they came from a 1996 game? :story:
 
That's pretty normal. Maybe a bit on the high side, but it's far from ridiculous for a character who's constantly going to be onscreen and zoomed into (even for a mobile game). Excessive use of materials is probably a far bigger factor than the polycount.

Let me elaborate.

A character model for most games, even a high-detail one, on a mobile phone, often uses around 4000 to 5000 polys.

Holiday, by my estimates, uses around twice that. With multiple animation calls for everything. And Wu doesn't use any space-saving tricks like removing hidden polygons (ones the camera isn't currently capable of showing) or simplification at longer ranges. Instead, it's max settings all the time.

Now, Holiday is only one part of the overdesign that is Rev60. Everything is similarly needlessly complicated. Buildings. Enemies. Environmental objects. ALL OF IT. The second any real particle effect that would be cake for any other game gets used, Revolution 60 chugs like crazy.
 
Wu is a fucking ignorant Mactard asking basic questions anyone who seriously wants to port a game would have asked long before now
Felt like more of an excuse to tweet at Cliffy B and get a response than anything, maybe she's trying to gauge her standing in the actual gaming industry rather than the Mac fanboy blogosphere which is the only real "tech" community she has traction in.

I don't think you guys realize just how bad the optimization in Rev60 is. Because it's a major point in understanding Wu's sperg-outs, I'll try to explain, though:
You can really see Wu's logic when you call R60 a PS1 game, she proudly states it couldn't possibly run on a PS1 because of the high poly counts. Just like how she thinks Beats headphones must be good because they're so expensive she thinks her game must look good because she's over spent her polygon budget poorly.

Few months back she was boasting how much better R60 was going to look now its on computers not mobile… yet here we are and she's just pushed it too far again and now it runs like ass on Macbooks……………… the computer of choice for feminist twittertards, her target audience.
 
Let me elaborate.

A character model for most games, even a high-detail one, on a mobile phone, often uses around 4000 to 5000 polys.

Holiday, by my estimates, uses around twice that. With multiple animation calls for everything. And Wu doesn't use any space-saving tricks like removing hidden polygons (ones the camera isn't currently capable of showing) or simplification at longer ranges. Instead, it's max settings all the time.

Now, Holiday is only one part of the overdesign that is Rev60. Everything is similarly needlessly complicated. Buildings. Enemies. Environmental objects. ALL OF IT. The second any real particle effect that would be cake for any other game gets used, Revolution 60 chugs like crazy.

Yeah, it's complete bullshit and its down to poor design. Consider games like Tomb Raider 2013 and Arkham City. I play these on a 2.5 year old MacBook Pro with the discrete GPU. No lagging, and they look great. And these are games where movement is way more dynamic and complex than Rev 60, which really is more comparable to a rail shooter than an open environment. And the actual visible detail doesn't compare. The only plausible explanation is that Rev 60 is poorly optimised. And this is a game that's been in development since at least 2012. In this time she never play tested or wondered why it was so resource hungry?

That she decided this would be her debut game speaks to the Wu mentality of jumping straight in and expecting to compete at a high level. We saw the same thing with her "animation studio", where her parents dropped $200,000 on a completely unproven person. Same with Rev 60. She could instead have taken some time to learn the tools and maybe develop some smaller scale games. No, she's the kind of person who decides to take up running and will immediately enrol herself in the olympics. Fortunately for Wu, she's always had people willing to drop money in to her flights of fancy. This won't last forever, and I think Rev 60 could well be her swan song. There's hope. If she realises that incremental development is the way to go, then she might decide to take some time actually develop her abilities before asking for money.
 
There's hope. If she realises that incremental development is the way to go, then she might decide to take some time actually develop her abilities before asking for money.

Godzilla does not engage in incremental development. Godzilla does not need to improve his abilities.

If there's hope, there's not much of it.
 
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